Sunday, 10 June 2012

Character Analysis: R'ymyr

To start off, R'ymyr is a forgeworld unit, and you should always inform your opponent of his use before the start of a game.

Anyways, he has the same stats as a standard Shas'O, and costs 160 (with his equipment included, however).

He has fairly unique equipment, so we'll start there.

-Double barreled plasma rifle
An assault 2 version of the plasma rifle, decidedly useful, otherwise identical to the standard version.

-Shield Generator
Same as the standard one, with the exception of it granting him a 3++ in close combat.

-Flechette Discharger
Not something you usually see on a battlesuit, absolutely rapes hordes.

-Ejector System
Same as standard, useful for kill-points denial or boosting the Ld of a firewarrior squad once he escapes.

-Hard wired drone controller
Not sure why they force you to take drones, but I would probably do it anyways so it's no big deal.

-Hard Wired Target Lock
It's free? Cool.

Now, on to special rules.  He and his unit (drones and bodyguards) are fearless against Imperial Forces (so basically they're fearless because 8 out of 14 armies are Imperial, and this includes all the most common ones). 

His bodyguard can consist of commander suit variants including XV-81 (+20 points for a Smart missile system, occupies one hardpoint) XV-84 (+15 points includes a markerlight and a target lock, has three open hardpoints) and XV-89 (+25 points iridium armour suit, without iridium being special issue).  Really, I can only see the XV-81 having a place within the bodyguard, as the dakka is good, a pair of bodyguard with it and missile pods get 6 shots each per turn, killing hordes on 2+.  The problem with the others is that XV-89 is more expensive than iridium armour, and that XV-84 markerlights aren't networked.

Anyways, assuming his equipment costs the same as the non-boosted versions in the codex, you are paying a 15 point premium for having his plasma rifle upgraded, his shield generator upgraded and his special bodyguard/fearless rule.

One problem I have with him is that he doesn't quite seem to know his role, having an upgraded shooting weapon that's meant to kill MEQ/TEQ, and yet he seems to be kitted for CC, against hordes.  His I3 also limits his CC against MEQs, especially paired with no power weapon.

I think that R'ymyr abilities are meant to keep him alive until he gets into CC with a horde, with some shooting to boot.  I think what needs to happen is he targets a powerblob.  2 XV-81 w/ BC and MT bodyguard.  A unit of 8 Pathfinders shoots the blob (presumably in cover) scoring four markerlight hits. now you ignore their cover and have BS4 bodyguard.  The three suits open fire, bodyguards kill 7.66, R'ymr kills 1.38.  40 Guardsmen, down to 31.  Then, you charge.  15.5 Flechette discharger wounds, 10.23 guardsmen dead.  Then the six drones make their attacks (they should all have drones) meaning twelve attacks, six wounds, four dead.  The four sergeants and the commissar (there's always a commissar...) get a total of twelve attacks, 6.5 of which hits (the commissar is WS4), 2.15 wounds, one shield drone dead.  Then you have 16 regular guard attacks, 8 of which hit, 2.64 wounds, almost one dead shield drone.  Then R'ymyr and his bodyguards attack, commander has 5 attacks, 3.3 hits, 1.8 dead.  Bodyguards get 6 attacks, 3 of which hit, 2.5 wounds, 1.65 dead.

Guard lose combat by 21-22, have a 97% chance to flee, 66% to be swept (majority I4 from drones) and can't regroup even if they escape and bam, 400 points of guard infantry, for the cost of a shield drone, in one turn.

A very good choice all things considered, though that was optimal circumstances right there.

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